Games on bench cycle regularly, so the purpose is less for game-specific standard deviation (something we’re now addressing at game launch) and more for an overall understanding of how games deviate run-to-run. Today, we’re looking at standard deviation and run-to-run variance in tested games. As we stated in the first piece, we ask that any content creators leveraging this research in their own testing properly credit GamersNexus for its findings. Our first information dump focused on benchmark duration, addressing when it’s appropriate to use 30-second runs, 60-second runs, and more. The goal of this series is to help viewers and readers understand what goes into test design, and we aim to underscore the level of accuracy that GN demands for its publication. We haven’t yet implemented the 2018 test suite, but will be soon. As part of our new and ongoing “Bench Theory” series, we are publishing a year’s worth of internal-only data that we’ve used to drive our 2018 GPU test methodology.
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